
The city is being invaded by monsters from the Upside Down World! You, the Potion Master, must defeat evil all alone, with no tutorials or "Easy Mode" to assist you. You'll have to rely on the help of Fäy, your companion fairy, and your potions!
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Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, French, Italian, German, Spanish - Spain, Polish, Russian, Spanish - Latin America
Engagement
Hours played at review time, across 47 reviews with recorded playtime.
Reviews
Themes across 47 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
positive critical· bar length = how often the theme comes up
Reviews
クリア日: 2021/04/29 👍️
A Hole New World is a deliberately old-school action platformer that embraces the spirit, difficulty, and design philosophy of classic 8-bit games while introducing a clever twist that keeps its gameplay from feeling like pure imitation. Developed and published by MadGearGames, the title began life as a game jam experiment before evolving into a full commercial release, and that origin is still visible in its tight focus, compact scope, and emphasis on mechanical clarity over excess features. It is a game that proudly challenges the player, offering a nostalgic experience that demands patience, pattern recognition, and persistence. The premise is simple and intentionally archetypal. You play as the Potion Master, a lone defender of a city under siege by creatures emerging from a mysterious parallel realm known as the Upside Down World. Accompanied by a fairy companion named Fäy, your mission is to push back the invasion by traversing interconnected stages filled with enemies, hazards, and hidden secrets. Narrative elements are minimal and largely conveyed through brief text moments and visual cues, serving more as thematic flavor than a driving force. This restrained storytelling mirrors the design of early console platformers, where gameplay took precedence and lore existed mostly to contextualize the action. Mechanically, A Hole New World is built around a straightforward control scheme: move, jump, and shoot. This simplicity is deceptive, as the game expects players to master these fundamentals under increasingly demanding conditions. Enemy placement, projectile patterns, and environmental hazards are all designed to punish careless movement and reward precision. There are no extensive upgrades or complex systems to rely on; success depends almost entirely on player skill and familiarity with the game’s rules. This purity of design will resonate strongly with fans of classic platformers, while others may find it unforgiving. The game’s defining feature is its dual-world structure. Instead of falling into pits resulting in instant death, certain drops transport the player into an inverted version of the current area where gravity is flipped and the environment feels subtly altered. These upside-down sections are not just visual gimmicks but integral parts of progression, often containing alternate paths, secrets, or necessary routes forward. Navigating these inverted spaces requires rethinking movement and timing, as familiar jumps become hazards and vertical layouts must be reinterpreted. This mechanic adds depth and variety, preventing the game from becoming a purely linear gauntlet. Level design leans heavily into exploration within a rigid framework. Stages are composed of multiple screens rather than continuous scrolling environments, encouraging methodical movement and memorization. Hidden rooms, optional pickups, and secrets reward players who take the risk of exploring off the main path. However, exploration is always balanced against danger, as enemies and hazards remain threatening even when backtracking. The absence of frequent checkpoints in some sections can make mistakes costly, reinforcing the game’s retro sensibilities but also testing modern players’ tolerance for repetition. Visually, A Hole New World commits fully to a retro pixel art aesthetic inspired by NES-era titles. The limited color palette, chunky sprites, and simple animations are intentional, creating a cohesive look that feels authentic rather than nostalgic for its own sake. Enemy designs are imaginative within these constraints, and environments manage to feel distinct despite their simplicity. The upside-down areas, in particular, use subtle visual changes to disorient the player just enough to reinforce their altered nature without becoming visually confusing. Audio design further supports the game’s old-school identity. The soundtrack features chiptune-style compositions that maintain energy during intense sections while reinforcing the arcade-like rhythm of play. Sound effects are crisp and functional, clearly communicating jumps, shots, enemy defeats, and damage. While the audio presentation does not aim for variety or cinematic impact, it succeeds in grounding the experience in the era it seeks to evoke. Difficulty is perhaps the most divisive aspect of A Hole New World. Boss encounters, in particular, can be brutally demanding, requiring precise execution and repeated attempts to learn attack patterns. These fights feel intentionally designed as endurance tests, pushing players to their limits without offering shortcuts or assists. For players who enjoy mastering tough encounters through repetition, this approach can be immensely satisfying. For others, especially those accustomed to more forgiving modern design, it may feel excessive or even discouraging. In terms of pacing, the game is relatively short but dense. A complete playthrough does not take an excessive amount of time, yet the challenge level ensures that progress is earned rather than breezed through. This compact structure works in the game’s favor, preventing fatigue and keeping the experience focused. Replay value comes primarily from mastery and exploration rather than branching content or alternate modes. Ultimately, A Hole New World succeeds as a sincere tribute to classic platformers while introducing a clever mechanical hook that gives it a distinct identity. It does not attempt to modernize its genre through accessibility or expansive systems, instead committing fully to a philosophy of challenge, precision, and discovery. While its difficulty and rigid design will not appeal to everyone, players who appreciate uncompromising retro gameplay and enjoy testing their skills against demanding obstacles will find it a rewarding and memorable experience. Rating: 7/10
💋
烂!堆怪严重!
Fun retro NES-like game.
vabbeeee alla mers come stranger things, che sgash
Весьма хорошая игрушка со своими фишками, секретами и стилем. Достаточно много делают ретро игр, но в основном они либо все однообразные, либо не дотягивают даже до старых игр. Это достаточно уникальная игра, простенькая, не напряжная и короткая, но всегда можно задержаться для очивок и режимов. Очень понравилось как зделанны боссы и секреты, правда задушили уровни, но поскольку игра короткая, устать от неё не успеваешь. Рекомендую всем любителям платформеров и тем более ретро игрокам.
A Hole New World is a polished, solid and challenging retro-style platformer. I found that all my weapons were useful depending on the circumstances, and the "upside-down world" gimmick helps the game feel different from similar games. The bosses get quite challenging, and there are additional challenges for those looking for something more hard core after they beat the game regularly. The pixel art and tunes are quite good, and while you have a limited number of lives, game overs are not overly punishing (you still start at your last checkpoint). Oh, and there are several secret areas to discover by checking for false walls. I also always enjoy it when a game's credits includes pixel art portraits of the staff. Recommended!
Te digo una cosa; me genera incomodidad y malestar las fases en las que se invierte el escenario. Creía que no, pero sí. Me resulta estomagante. Y no me apetece.
esta bueno
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Pace estimated from the game's recent review growth (our daily snapshots) at its own sales-per-review ratio — a momentum signal, not booked sales.
Audience
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
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